2 QOL suggesting changes for terran

It appears that Blizzard is trying to make it easier to control certain types of compositions in LOTV. For instance, F2'ing with Observers and Overseers are no longer as punishing, the MSC core doesn't take up an extra control group and HT'ers can now easier be a-moved. At last the Widow Mines are now easier to clean up.

So let me propose two changes that shouldn't have a noticeable effect on balance nor the skill-cap, but makes it easier/simpler for the average terran player:

1. Reduce the control group priority of the Raven. So if you have selected bio units or siege tanks along with the raven, the tanks/bio takes priority. This means you can still stim or siege up when needed.

I can't be the only terran player who has lost battles because I couldn't stim "up" when I had to and instead had to first alt-tab. Terran players can instead have the Raven in a secondary control group that they only use when they have to cast its abilities.

2. Give Ghost a version of stim that costs energy and adjust its core stats based on that (e.g. lower base MS and DPS).

This change will make controlling Ghosts so much simpler since you do not need a secondary control group. You can mix in ghosts with your bio army and have all of the units in the same control group while both stimming and casting Ghost abilities.

Some may argue that these changes reduce the skillcap and yada-yada. I don't really think that's the case. I think its more of a skill-floor thing, but regardless those changes seems to fit Blizzards new design philsophy so I would like to see terran receiving some as well.

At last, I should point out I have actually tested both of these solutions (in the editor), so I am not just speculating that they will make the control feel smoother.

Why is it that no one in the Starcraft community knows what a Quality of Life change is? Or is it that people are more easily convinced when you call something a QoL change? The second change is just a straight buff--definitely not a QoL change. At least it's better than the previous guy who called a full redesign of sc2 spellcasters a quality of life change.

It would be nice if players could access a setting that would allow them to alter the spellcasting priority of their units to their own liking. I personally would like to be able to stim my bio more easily when there are ghosts in my selection, but why assume that this would benefit every Terran player?

On August 18 2017 12:28 Hider wrote:It appears that Blizzard is trying to make it easier to control certain types of compositions in LOTV. For instance, F2'ing with Observers and Overseers are no longer as punishing, the MSC core doesn't take up an extra control group and HT'ers can now easier be a-moved. At last the Widow Mines are now easier to clean up.

So let me propose two changes that shouldn't have a noticeable effect on balance nor the skill-cap, but makes it easier/simpler for the average terran player:

1. Reduce the control group priority of the Raven. So if you have selected bio units or siege tanks along with the raven, the tanks/bio takes priority. This means you can still stim or siege up when needed.

I can't be the only terran player who has lost battles because I couldn't stim "up" when I had to and instead had to first alt-tab. Terran players can instead have the Raven in a secondary control group that they only use when they have to cast its abilities.

2. Give Ghost a version of stim that costs energy and adjust its core stats based on that (e.g. lower base MS and DPS).

This change will make controlling Ghosts so much simpler since you do not need a secondary control group. You can mix in ghosts with your bio army and have all of the units in the same control group while both stimming and casting Ghost abilities.

Some may argue that these changes reduce the skillcap and yada-yada. I don't really think that's the case. I think its more of a skill-floor thing, but regardless those changes seems to fit Blizzards new design philsophy so I would like to see terran receiving some as well.

At last, I should point out I have actually tested both of these solutions (in the editor), so I am not just speculating that they will make the control feel smoother.

edit: talking about the 1st change.2nd change I'm too tired to think about what it implies right now :o. But 1st change I definitely experienced this a lot.

I completely agree on this (at least the part saying that's super annoying, I'm not sure if the solution is good enough, and I didn't read carefully the future patch but if there are QoL changes for protoss and zergs, why not terran?)

Ravens and ghosts are very strong but it's a pain in the ass to make them work as an amateur player precisely because these control groups issues hinder the ability to control bio efficiently... so I often purposely avoid using them even when it's a good strategic decision to do so, because it's super frustrating to control big armies with these priorities (since basically your average terran muscle memory isn't used to alt tab before stim so you end up forgetting it at least one time in the heat of a battle, ruining 15+ minutes of build-up...)

I also agree on the fact that's it's a skill floor thing (KR terrans are used to adjust to the super difficult gameplay), and carefully calibrated skill floor is VERY important if you want to attract new players into the game.

Yeah it's soooo hard to have your ghosts and bio in the same group and simply hit tab, then stim, and have a second control group with ghosts only

As a terran player, those ideas are not only bad and will make unit management counter intuitive, but the reasoning behind it is plain dumb. I get that people have issues managing control groups but at some point you're not supposed to be able to control a high tech army with casters by only ever using F2 and no control groups

And by the way the only reasons why ghost is hard to control is because the snipe now gets cancelled by damage, and because high templars are stupidly and extremely punishing with feedback

I just want there to be two modes for burrowed units and unborrowed units, or at least different icons. If not for every unit, then at least for lurkers. The purple color makes it so hard to see if you have one or two randomly burrowed lurkers or not. Next thing you know, all your lurkers die without burrowing because you have another lurker burrowed somewhere else in the control group. I wish they would make them more like siege tanks, vikings, and liberators.

On August 19 2017 15:31 phodacbiet wrote:I just want there to be two modes for burrowed units and unborrowed units, or at least different icons. If not for every unit, then at least for lurkers. The purple color makes it so hard to see if you have one or two randomly burrowed lurkers or not. Next thing you know, all your lurkers die without burrowing because you have another lurker burrowed somewhere else in the control group. I wish they would make them more like siege tanks, vikings, and liberators.